Gang Leaders are trusted enforcers who’ve survived long enough to start giving orders instead of taking them. They oversee territory, coordinate collections, and keep the lower ranks focused — usually through fear, loyalty, or a carefully maintained reputation for violence.
In SWURPG encounters, a Gang Leader changes the tempo of a fight. They don’t just swing harder — they make everyone around them more dangerous. Thugs and enforcers fight with more confidence when a Leader is present, pushing forward instead of breaking, repositioning instead of panicking.
Leaders are rarely alone. If one shows up without backup, it’s usually because the situation is already desperate — or because the Leader is baiting the party into something worse. Use them to signal that the heroes are no longer dealing with street noise, but with an organized response.
Defeating a Gang Leader should feel like crossing a line. Once one goes down, the gang notices — and someone higher up starts asking questions.
Recommended Level Range: 2–5 | Difficulty Rating (DR): 1.5
Difficulty Rating (DR): 1.5
Initiative: +4
Type (Size): Humanoid (Medium)
AC: 14 (Reinforced Half-Vest (+2 AC, max Dex bonus 5))
HP: 28 (5d8+5)
Speed: 30 ft.
Attributes:
STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 12 (+1)
Saves: DEX +4, CON +3, CHA +3
Skills: Intimidation +5, Perception +3, Athletics +4, Insight +3
Languages: Basic
Equipment: Reinforced Half-Vest, Blaster Pistol, Vibroblade, Datapad (Basic), 150 Credits
Traits:
Commanding Presence. All allied gang members within 15 feet of the Gang Leader gain a +1 bonus to attack rolls while the Gang Leader is conscious.
Street Authority. The Gang Leader has Advantage on Intimidation checks.
Gang Pressure. If the Gang Leader has an ally within 5 feet of its target, the Gang Leader gains Advantage on melee attack rolls against that target.
Actions:
Blaster Pistol
(Ranged Weapon Attack) : +4 to hit, range/reach 60 ft, One target. Hit: 6 (1d10) energy damage
Vibroblade
(Melee Weapon Attack) : +4 to hit, range/reach 5 ft, One target. Hit: 8 (1d10+2) slashing damage
Gang Leaders fight from the center of the action, not the front line. They position themselves where they can see allies clearly, using Commanding Presence to keep nearby gang members dangerous and confident.
They open with blaster pistol shots from partial cover, forcing the party to commit. Once a target is pressured or isolated, the Leader closes in to finish the job with a vibroblade, aiming to fight next to an ally so Gang Pressure grants Advantage on melee attacks.
The Leader relies on intimidation to control the tone of the encounter. Use Street Authority to bully witnesses, demand surrender, or force tense standoffs before the first shot. If the fight turns against the gang, the Leader retreats behind allies and uses the crew as a screen, prioritizing survival and escalation over a heroic last stand.
To explore more enemies, return to the Syndicates & Underworld index.